Nagpa

Medium humanoid (nagpa), Lawful Evil

Armor Class

19 (natural armor)

Hit Points

187 (34d8+34)

Speed

walk 30 ft.

Saves

Int +12, Wis +10, Cha +11

Skills

Arcana +12, Deception +11, History +12, Insight +10, Perception +10

Senses

truesight 120 ft.

Languages

Common plus up to five other languages

Challenge

17

Corruption

As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours.

Paralysis (Recharge 6)

As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect.

Spellcasting

The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared: • Cantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion • 1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt • 2nd level (3 slots): hold person, ray of enfeeblement, suggestion • 3rd level (3 slots): counterspell, fireball, fly • 4th level (3 slots): confusion, hallucinatory terrain, wall of fire • 5th level (2 slots): dominate person, dream, geas • 6th level (1 slots): circle of death, disintegrate • 7th level (1 slots): etherealness, prismatic spray • 8th level (1 slots): feeblemind

Actions

Staff

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Nagpa

Medium monstrosity (wizard), typically neutral evil

Armor Class

19 (natural armor)

Hit Points

203 (37d8 + 37)

Speed

walk 30 ft.

Saves

Int +12, Wis +10, Cha +11

Skills

Arcana +12, Deception +11, History +12, Insight +10, Perception +10

Senses

truesight 120 ft.

Languages

Common plus up to five other languages

Challenge

17

Proficiency Bonus

+6

Actions

Multiattack

The nagpa makes three Staff or Deathly Ray attacks. It can replace one attack with a use of Spellcasting.

Staff

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 24 (7d6) necrotic damage.

Deathly Ray

Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 30 (7d6 + 6) necrotic damage.

Spellcasting

The nagpa casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20): • At will: detect magic, mage hand, message, minor illusion • 2/Day each: fireball, fly, hold person, suggestion, wall of fire • 1/Day each: dominate person, etherealness, feeblemind

Corruption (Bonus Action)

The nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours.

Paralysis (Recharge 6) (Bonus Action)

The nagpa forces each creature within 30 feet of it to make a DC 20 Wisdom saving throw, excludingUndead and Constructs. On a failed save, a target is paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.